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Messages - Urist Da Vinci

Pages: 1 ... 154 155 [156] 157 158 ... 169
2326
DF Dwarf Mode Discussion / Re: Getting Mayday's Tileset Compatible with .19
« on: February 21, 2011, 07:17:27 pm »
Someone would need to draw Mayday-style icons for all of the new animals.

2327
DF Dwarf Mode Discussion / Re: New 3D fort layout (diagonal ramp hallways!)
« on: February 21, 2011, 07:13:01 pm »
Yeah, I'd suggest putting gatehouses/barracks between the main fort and the surface, and between the fort and the caverns. You would be kind of screwed if you let an enemy get to the central hub.

Remember that the central staircase is not privileged. Your fort's surface entrance might be up one of the ramps instead.

Can someone post a diagram? My Flash 10 can't handle the DFMA.

I tried doing a sketch, but it came out as an ugly mess of lines. :-[

So, the central hub has 3 floors. The upper floor has a staircase going up, as well as ramps going up in all 8 directions (N, S, E, W, as well as NW, NE, SW, SE). The middle floor has flat hallways going in all 8 directions. The lower floor has a staircase going down, as well as ramps going down in all 8 directions.

2328
DF Dwarf Mode Discussion / Re: anyone who's in the know, know this?
« on: February 21, 2011, 06:42:21 pm »
War drums?  ;D

Goblins currently have drums assigned as their only musical instrument.
If they can't break into your fort during a siege, they could sit outside and drum, lowering Dwarf morale.

Precedent:
Quote
They have taken the bridge and the second hall. We have barred the gates but cannot hold them for long. The ground shakes, drums... drums in the deep. We cannot get out. A shadow lurks in the dark. We can not get out... they are coming.


2329
DF Dwarf Mode Discussion / Re: "Did you know...?" -- Flammable Floorgrates
« on: February 21, 2011, 06:33:40 pm »
Does anyone know if charcoal/coke floor bars would work instead of lignite or graphite? Also cages no longer appear to protect occupants from magma.

Most "buildings" that are made of flammable materials, including paved roads, grates, bars, doors, hatches, bridges, supports, etc. can be burned. "Constructions" can not be burned.

So yes. Also, hot cage occupants now heat their cages...

2330
DF Dwarf Mode Discussion / Re: New 3D fort layout (diagonal ramp hallways!)
« on: February 21, 2011, 01:37:09 pm »
I kinda like the idea, but with that many possible paths I'm pretty sure you will get crappy fps rather soon.
I've went from central staircase designs to central (single) spiral ramp designs and it seems to have a positive impact on fps for me.

Actually, from the central hub, there is only one possible path for a dwarf to take to get to a destination. As long as the destination is not a point on the surface or in a cavern, they can also walk in a straight line towards the destination. This is intended to be a very efficient, no-backtracking, design for good pathing.

Pathfinding doesn't explore all possible paths, unless the fort design or the coding is bad. Watch this video that someone else made, and learn: http://www.youtube.com/watch?v=yo1LbEwtpnw

Be careful of digging into caverns while laying out such a design. Also, I rely heavily on the hotkey fast zooms (F1 through F8) rather than mashing the z-level keys.

2331
DF Dwarf Mode Discussion / Re: Forcing dwarfs to tear out their bones/skin
« on: February 21, 2011, 03:49:27 am »


The extraction process causes no injury or damage.

So, we take the process to the logical conclusion:

Dwarven Barber shop!

2332
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 21, 2011, 02:50:54 am »
There is something in a raws about cinnibar making a vermillion dye which is presumably not implemented yet.


A use for microcline?

Also, radioactive pottery glaze sounds like a fun trade good for elves.

2333
DF Dwarf Mode Discussion / Re: "Did you know...?" -- Flammable Floorgrates
« on: February 21, 2011, 02:21:40 am »
I seem to recall that the items will eventually be destroyed due to taking wear, unless the item is an artifact.

Oooh yeah; it was Artifact Lignite Bins which were needed to evaporate half the sea.

There's also another obstacle...  I have yet to see any Lignite.

It is a normal iron or steel bin containing bars/blocks of lignite or coal.

What happens to a flaming lignite hatch/floor gate that's opened?  Does it stop burning?

I have set many wooden doors on fire in adventure mode. They still open and close, until the wear destroys them. The opening or closing didn't put out the fire.

Non-magma-safe raising drawbridges can be destroyed by magma that touches the area that they would occupy when open, for similar reasons. The door is "still there".

2334
DF Dwarf Mode Discussion / New 3D fort layout (diagonal ramp hallways!)
« on: February 21, 2011, 12:55:43 am »
Take a look at the dfma map:
Use the up/down or top/front/side buttons to view how the halls are laid out.
http://mkv25.net/dfma/map-10123-castleshoot

Some people make mostly 2D forts.
Others make "central staircase" 3D forts.
Some of the above also use diagonal hallways.
I haven't seen diagonal ramp hallways used before.

Since the plan is 3x3x3, you have 26 possible destinations, plus the central hub. If this design was scaled up, the central hub could contain the meeting zone, dining hall, and food/booze stockpiles. All idle dwarves would be found at the hub. The 26 outer locations would include everything else in the fort. Each of the 26 outer pods could belong to a single industry. I guess you could put the bedrooms in outer pods as well.

I came up with this idea after watching how dwarves would path around the fort, or where they would spend most of their idle time. It isn't as compact as a "central staircase" 3D fort, but it does have a nice "spiked ball" theme.

2335
DF Dwarf Mode Discussion / Re: Dwarves won't cook Dwarven Syrup?
« on: February 21, 2011, 12:25:56 am »
Last I checked there was a bug where liquids, like syrup, were pretty much ignored when dwarves pick cooking ingredients.

Yes. They prefer to use up SOLID ingredients first. Disable cooking on all but one solid ingredient at a time, to force use of the liquid ingredients.

2336
DF Dwarf Mode Discussion / Re: Exploding Booze
« on: February 20, 2011, 07:00:38 pm »
does booze actually EXPLODE or does it catch on fire and evaporate?

It merely boils, and the alcohol itself doesn't cause any damage. It doesn't explode, the alcohol itself doesn't even catch on fire.

2337
DF Dwarf Mode Discussion / Re: WTF AWESOME
« on: February 20, 2011, 05:53:26 pm »
Dwarf bone bolts?  Awesome.  :D

How'd you get the dwarf bones in the first place?  Don't dwarf corpses just stay as skeletons when they decompose?
Amxu is a goblin name.

2338
You could make the entire ceiling of your fort made with Supports.  Not sure how that'd work...

Code: [Select]
IIIIII
WWWWWW
W    W
W    W
W    W

Where would you put your beds or food stockpiles?

2339
DF Modding / Re: (Somewhat) Successful Poison Delivery System!!!
« on: February 20, 2011, 03:21:10 pm »
....for whatever reason, the giant scorpion venom/rotted spines and brains didn't kill my animals, but i'm not much concerned by that as it is an issue with the syndrome rather than with the delivery system. I am going to have much fun with this, I think.

[CE_BLEEDING:SEV:30000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:60] kills anything that bleeds. For dwarves and humans, they take 5 steps and die. This is useful to get instant results from testing. The reason it kills so fast is that severe blood loss from each body part adds up fast.

2340
DF Dwarf Mode Discussion / Re: Anyone else having increased famines?
« on: February 20, 2011, 12:14:32 pm »
Human town I spotted while looking through the exported sites/population data:
Code: [Select]
54: Atthemluh, "Twinessingle", town
Owner: The Plated Fellowship, humans
Parent Civ: The Even Empires, humans
1094 elves
249 humans
0 dog
2728 cats
0 mule
0 donkey
0 horse
0 cow
0 sheep
0 pig
0 goat
0 chicken
0 cavy
0 duck
10 water buffalos
0 reindeer
0 goose
0 yak
0 llama
0 alpaca
0 guineafowl
0 blue peafowl
0 turkey
0 rabbit

Worse, this was typical of human towns. Catsplosion and elfsplosion. I think the elves are starving, unless they get taken in/conquered by humans.

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